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Angelo Kerman

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Everything posted by Angelo Kerman

  1. Hm, a bare-bones colony would only have an OSE workshop, the Equipment needed to inflate said workshop, drills, a bit of storage, and something to generate power with (life support is optional). You could get away with the new Conestoga with the Bootstrap configuration and two Casa modules and two Chuckwagon modules along with several Gold Digger drills. You would have enough Equipment to outfit and inflate the two Casa modules. One of them should be a Blacksmith, The other could be whatever suits your fancy, such as a Pathfinder Geology Lab. From there you can drill for the resources you need to make MaterialKits and print up other modules. You could convert a few Buckboard 2000 or 3000 containers into a power generator and drill for Ore to get started, or use several Ponchos combined with Switchbacks and the new tunnel extender. Better yet, send along a Hacienda and equip it as a https://github.com/Angel-125/Pathfinder/wiki/Hot-Springs-Geothermal-PlantHot Springs (requires you to drill for GeoEnergy and have Water) or as a Solar Flare (requires FusionPellets) If you have DSEV installed then the micro-fusion reactor would keep you going for awhile. The Gold Digger will take awhile to dig up stuff, so a Claimjumper will speed things up. However, that costs a lot of Equipment so it's a luxury item for a starter base. On the other hand, the Hacienda also has the Clockworks, which lets you 3D print bigger stuff. Heat management is also something to consider; bring along an Old Faithful cooling tower if using the Claimjumper, Hot Springs, or Solar Flare. You can get away with stock radiators for the Gold Diggers though.
  2. Great pictures of the Mun and Kerbin. Wild Blue ordered up a print to hang on their walls to inspire the engineers. They're hard at work fixing issues in the Appaloosa that resulted in the new 1.1 Flight Regime Standards document and should have it fixed before the MOHO IV flight.
  3. @IgorZ: Absolutely not a bug, but I'm hoping you can shed some light on how I could accomplish this: I have an inflatable part that starts off in the editor with 0 crew capacity. From what I can see, KIS decides to not add the personal inventory part module to the part because it has 0 crew capacity. Quite sensible. When I take said part out into the field and inflate it, then its crew capacity increases to where it should be (say, 2 crew for our purposes). Of course there is no personal inventory part modules because KIS didn't add them. What I'm wondering is if there is a method I could call in KIS to tell it to add the personal inventory part modules. If not, is there a config node that I could use to add them to the part before it loads? Sure it would look weird to have personal inventories when the part is deflated, but at least then I could stop the situation where the part is deflated in the editor, but seats are available to crew the part. My current workaround is to have the part deflated but add crew capacity, but then the VAB/SPH gives me crew spots when there actually shouldn't be any. For reference, this is what I found in github: I'm wondering if I can do something like: MODULE { name = ModuleKISInventory podSeat = 1 invType = 1 //Appears Pod is InventoryType 1 } I might need to add some fields to the MODULE node from stuff like this: Thanks for your input and for keeping KIS going!
  4. Thanks! One more? This is for DSEV's dev thread and is also no longer needed.
  5. Ok folks, I'm gonna have this thread closed. The release thread is alive and well. The release thread can be found here.
  6. Please close this thread: This is my Pathfinder dev thread and it is no longer needed. Thanks!
  7. Gonna close of this thread since the release thread is pretty active and it cuts down on the number of threads I have to manage. For the release thread, please click here.
  8. This should help: https://github.com/Angel-125/Pathfinder/wiki/Pathfinder-Resources
  9. I've not seen that, I can mouse over all the parts without issues. If you installed Pathfinder through CKAN, try uninstalling it and installing using GitHub.
  10. I expected that the Buffalo wheels would need performance tuning, I'm just glad they're working. The Mountain Goat is supposed to be as rugged as the stock TR-2L and as fast as the M1. The Grizzly is as fast as the TR-2L, and its durability in between the T2-2L and XL3. Next update will reflect that philosophy. Pretty neat about the Traction Control, I found the parameter in the module definition and set it to 0 on the Buffalo wheels. You can still mess with traction control in game, of course. They might need additional tuning in the future. Mass Effect's Mako comes to mind... And thanks for the info about the cab, I'm working through some ideas. Edit: Unfortunately the CAB not accepting surface attachments will have to become a known issue for the time being. It's a trade off between having wheels that work and not having wheels that work. There appears to be a WHEEL_CLIP_OFFSET in settings.cfg that @nli2work found, but I can't expect players to mess with that. I wish individual wheels had that clip offset, but so far I haven't found any.
  11. Added a link to your patch on the first page. Thanks for making that!
  12. Thanks for the detailed report. It sounds like my WheelCollidersIgnore cheat has some side effects. I didn't notice the issue on other parts such as the flatbeds, and will double-check when I get home. I may have to redo how I set up the colliders again. Dang KSP 1.1 definitely threw a monkey wrench into things...
  13. Glad you like the mod. To help you get started, here is the wiki. Ugh. Too many bells and whistles. Ok, I'll make a new 0.9.13 patch tonight. That's a tough question to answer, actually, because each game is different. It comes down to using a resource scanner (stock or the TERRAIN) to look for the best resource concentrations. From there, using the narrow band scanner to find the best local spot. Sometimes that spot isn't the best for building bases, so you have a number of options including the Switchback, Saddle/Ponderosa, and the new Conestoga Multipurpose Base Module. All of Pathfinder's resource containers are actually based upon a standard 5600-liter container. The WBIConvertibleStorage, WBIMultipurposeHab, WBIMultipurposeLab, and WBIMultipurposeStorage modules have a capacityFactor revolving around that 5600-liter standard. A Buckboard 1000 has a capacityFactor is 0.057. So when setting up resources, take that into account. With a 5600-liter standard and a 0.057 capacityFactor, your container will hold a total of 5600 * 0.057 = 319.2 liters. Hope that helps.
  14. Pretty cool, haven't seen the Get Out And Push technique in awhile. BTW, I just updated Pathfinder to fix some bugs, so you should be good to go in 1.1 as far as Pathfinder is concerned.
  15. Thanks for the bug report. Unfortunately KSP 1.1 really threw a monkey wrench into things and it seems I have to change my ladder and airlock triggers into box colliders. I thought I'd fixed it but apparently not. Anyway, check the last part of this post for the latest Pathfinder. This is where Pathfinder's Pristine Mode and Simplified Mode can help. You could create your own custom Play Mode that uses Kerbalism as its base. Here's the latest Pathfinder build. Get it here. 0.9.13 - Fixed an issue with the Snacks MM patch - Fixed ladder and airlock triggers - By request, the Pigpen and Prairie greenhouse are available even when there is no life support mod installed.
  16. What about attachRules = 1,1,1,1,1 does that work? Also try reorienting the cab.
  17. Ok, this should pretty much do it. Here's the latest. - Fixed NREs - Cleaned up the Module Manager patch. Thanks for the hints, @Badsector!
  18. Ok, I'll fix that next release. Meantime in the BuffaloCab.cfg: attachRules = 1,1,1,1,0
  19. No problem, glad you like the mod. This also might help: https://github.com/Angel-125/Pathfinder/wiki
  20. OK, I've pulled the latest from GitHub and aside from the version issue, the parts are inflating properly and the lights are coming on: I think if you're having problems, don't use CKAN and instead pull directly from GitHub. I've re-uploaded 0.9.12 with the fixed version file so AVC will stop complaining. You can get it here. I'll have a small update either late tonight or tomorrow. I'm fixing up Snacks support and will re-add the Pigpen and Greenhouse. Bear in mind that without a life support mod, they'll be mere shells.
  21. Actually I like that better! Wasn't quite sure how to do that but this is a great example, thanks! Next time I'll update the MM patch so that it'll handle crew capacities of any size.
  22. Maybe it is something to revisit if @tgruetzm doesn't come back. I do like the brilliant simplicity of it, but also recognize that others might like extra parts and functionality. But for now, I'll leave it as is. If we don't hear from him in about a month then I'll assume he's not coming back, and create a Snacks Plus that would both keep the original functionality but also provide options for storage and recycling. Meanwhile, I've fixed the bugs I ran into. Get the latest here. Changes: - Re-added missing Snack Grinder - Module Manager patch fixed to add Snacks to parts with up to 16 crewmembers - Snacks won't be added to parts that already have Snacks - Added version file and MiniAVC support
  23. Just a heads up that I'm updating the CactEye this week to KSP 1.1. But also, this will be the last update I do with it. I've decided that it's not worth trying to keep maintaining it, and getting pestered about how much effort is needed is something I'd expect from my boss, not the modding community. So somebody else can carry the torch going forward.
  24. Hm, sounds like an installation issue. I'll pull the latest and do a test install, and see what happens. Ok, I'll consider making them available when no life support mod is available. Only thing is, they would be pretty much just empty shells. And actually, MOLE is my dedication station parts mod. That's why I was thinking of bringing the Stockyards over. But like I said I'll most likely add the drydocks to MOLE but hide them when Pathfinder is installed, which has the Stockyards. MOLE is designed to work independently but also have tie-ins to Pathfinder. Think of MOLE as Pathfinder's orbital components. I'll check out what's going on with the lights, they were working last time I checked. Not being able to inflate the Homestead in the VAB is by design. I did that to avoid issues with part costs Ok, it sounds like there's something off about the installation bundle. I'll take a look and get it fixed up.
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